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 Post subject: Re: Mages again...
PostPosted: 19 Jan 2012, 13:49 
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Wolvia wrote:
Mage can keep their high aoe, spells and staff damage but they have to choose.

Mp mage or str mage. They both wil be usefull but will have a different gameplay.
mage will still be a good class to play this way.

Mp mage will have to make cleaver big aoe rush and will die easy if they fail their attack and Str mage will be efficient in close fight but will get easily in trouble when facing a big group of players.

Only in that separation of attack gameplay, staff attack range can stay like it is now.


+1 but I think it will take some time/effort to change that.

So for now I suggest to decrease both (Nova + staff hit dmg) slightly - to get things balanced.
It would also be helpfull if damage from 1h wep+shield could be lowered somehow (remove some stats from 1h staffs?).


Like this Mage would still be fun to play AOE+spells+staff(melee) in one build.
I guess with new expansion that will change anyway.


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 Post subject: Re: Mages again...
PostPosted: 19 Jan 2012, 16:48 
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MileS wrote:
Wolvia wrote:
Mage can keep their high aoe, spells and staff damage but they have to choose.

Mp mage or str mage. They both wil be usefull but will have a different gameplay.
mage will still be a good class to play this way.

Mp mage will have to make cleaver big aoe rush and will die easy if they fail their attack and Str mage will be efficient in close fight but will get easily in trouble when facing a big group of players.

Only in that separation of attack gameplay, staff attack range can stay like it is now.


+1 but I think it will take some time/effort to change that.

So for now I suggest to decrease both (Nova + staff hit dmg) slightly - to get things balanced.
It would also be helpfull if damage from 1h wep+shield could be lowered somehow (remove some stats from 1h staffs?).


Like this Mage would still be fun to play AOE+spells+staff(melee) in one build.
I guess with new expansion that will change anyway.


+1 both suggestions
I hope dedi gm's will do something about that cause I got the same idea Mages are ruin this game

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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 00:51 
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today was worst pk I saw so far...

A swarm of orc Mages where fighting a swarm of human Mages.
They were trying to rush each other with their Novas.
When the Novas hit...everyone died in a second.

Beside that there were some small random noob Partys or solo Rogues (maybe 10 people in total...)

So that was MaxKO pk this evening (with 200+ people online....)

I strongly suggest to reduce the Nova dmg ... that kind of pk kills everything.


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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 04:33 
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when our party got man down and he was asking for rezz... i couldn't even see where he's at coz of all those novas dropping non stop... basically blinded :lol:

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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 09:50 
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Staff damages are reduced.
Juraid monument's resistance is increased.
Staff range is reduced.

We will see how it effects the pk later after restart. As I said before too. Aoe damages will stay as they are. Cuz we don't want mages as they were before. Warrior hits mage like 1.4k and a geared sin hits around 2k with last stab. Where is the fairness at this?

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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 11:52 
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GM_Chucky wrote:
Staff damages are reduced.
Juraid monument's resistance is increased.
Staff range is reduced.


when you say staff damages are reduced, i'm hoping you meant 1hd staff... 2hd staff should hit the same damage as before... I think this should be fair enough... lets hope players will go back to their origin classes...

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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 18:13 
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GM_Chucky wrote:
Aoe damages will stay as they are. Cuz we don't want mages as they were before. Warrior hits mage like 1.4k and a geared sin hits around 2k with last stab. Where is the fairness at this?

Compare AOE dmg of a single Nova to a single melee hit?
Compare Apples with Oranges?

How about DeadlyFire? Pretty sure it hits more than 2k ...

Its nice that somthing has been done - and Im sure any Priest in MaxKO will welcome the reduced staff hit.
But for me the biggest problem still is the flame nova dmg.

Ofc it isnt a problem when u have 1 or two novas hitting...
But if you see the accumulation of mages that we have in cz at maxko and you want to change that,
you have to reduce the flame nova.

like Cranky said:
1. Reduce 1h staff hit
2. reduce flame nova.
Leave the rest like it was before and it will be fine.


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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 18:25 
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We aren't going to make changes on aoe skills or single targets Deadly fire hits 2k that is right. Full mp mage hits 1.3k with flame meteor. If we make any changes after this. Mage class will be all fucked up.

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 Post subject: Re: Mages again...
PostPosted: 21 Jan 2012, 18:41 
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HATER OF SPEAR (1) HATER OF DAGGER (1) HATER OF BOW (1) HATER OF MACE (1)
HATER OF SHIELD (1) HATER OF STAFF (1)
IMO ... Mages Class wont be fucked up if u reduce flame nova.

Most Mages had fun with their staff hits.
So leave the 2h staff hit like it was - reduce 1h staff hit (or staff bonus).
Leave DeadlyFire like it was - cause mages can get last hits on runners.

What is realy annyoing is 2 or 3 Mage Partys AOE everything in range.
Thats the thing that kills pk on this server.



Dont get me wrong ... Nova dmg isnt a problem as long as you have a "normal" amount of Mages on a server.
But on MaxKO it is far away from "normal" and atm it ruins the pk of any other class.


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 Post subject: Re: Mages again...
PostPosted: 22 Jan 2012, 00:59 
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I just wanna say 1 thing
Check the freaking classes you will see the difference! active players on maxko %40 or %50 are mages and the rest of other 3 class
I think thats a problem

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